์šฐ์„  ์ด๊ฒŒ ์ดํ•ด๊ฐ€ ์•ˆ๋˜๋Š” ์ด์œ ๊ฐ€ PhysicsMaterial2D ํด๋ž˜์Šค๊ฐ€ ๋ญํ•˜๋Š”๊ฑด์ง€ ๋ชฐ๋ผ์„œ ์ดํ•ด๊ฐ€ ์•ˆ๋จ..


๋ญ”์ง€๋„ ์ข€ ์„ค๋ช… ํ•ด์ฃผ๋ฉด ๊ณ ๋ง™๊ณ ..


์šฐ์„ ย 


๋‹ค๋ฅธ๋ถ€๋ถ„์€ ๋‹ค ์ดํ•ด ๊ฐ€๋Š”๋ฐ,ย 


FixedUpdate์— ์žˆ๋Š” ๋ถ€๋ถ„์ž„..


//์ถฉ๋Œ์ฒด ์žฌ์งˆ ์–ป๊ธฐ.

PhysicsMaterial2D material = this.gameObject.GetComponent<CircleCollider2D>().sharedMaterial;

//ํ”Œ๋ ˆ์ด์–ด๊ฐ€ ์ง€๋ฉด์— ์žˆ๊ณ  ์—ฌ์ „ํžˆ Jump Material์ด ํ™œ์„ฑํ™” ์ƒํƒœ๋ผ๋ฉด

//์ œ๊ฑฐํ•˜๊ณ  ์ถฉ๋Œ์ฒด๋ฅผ ๋ฆฌ์…‹ํ•œ๋‹ค.

if(isGrounded(๊ทธ๋ผ์šด๋“œ ์ฒดํฌ ๋ณ€์ˆ˜) == true && material == this.jumpMaterial)

{

//์ถฉ๋Œ์ฒด ์–ป๊ธฐ

CircleCollider2D collision = this.gameObject.GetComponent<CircleCollider2D>();

//ํ”Œ๋ ˆ์ด์–ด์— ์ง€์ •๋œ Physics material ์ œ๊ฑฐ

collision.sharedMaterial = null;


//์ถฉ๋Œ์ฒด๋ฅผ ๋น„ํ™œ์„ฑํ™” ์‹œํ‚ค๊ณ  ์ฆ‰์‹œ, ํž˜์„ ์ดˆ๊ธฐํ™”ํ•˜๊ธฐ ์œ„ํ•ด ๋‹ค์‹œ ํ™œ์„ฑํ™” ์‹œํ‚จ๋‹ค.

collision.enabled =false;

collision.enabled = true;

}


//ํ”Œ๋ ˆ์ด์–ด๊ฐ€ ๊ณต์ค‘์— ์žˆ๊ณ , Jump Material์ด ๋น„ํ™œ์„ฑํ™”๋˜์–ด ์žˆ๋‹ค๋ฉด,

//ํ™œ์„ฑํ™” ์‹œํ‚ค๊ณ  ์ถฉ๋Œ์ฒด๋ฅผ ๋ฆฌ์…‹ํ•œ๋‹ค.

else if(isGrounded == false && this.gameObject.GetComponent<CircleCollider2D>().sharedMaterial == null)

{

//์ถฉ๋Œ์ฒด ์–ป๊ธฐ

CircleCollider2D collision = this.gameObject.GetComponent<CircleCollider2D>();

//Jump Material ์ง€์ •.

collision.sharedMaterial = this.jumpMaterial;


//์ถฉ๋Œ์ฒด๋ฅผ ๋น„ํ™œ์„ฑํ™” ์‹œํ‚ค๊ณ  ์ฆ‰์‹œ, ํž˜์„ ์ดˆ๊ธฐํ™” ํ•˜๊ธฐ ์œ„ํ•ด ๋‹ค์‹œ ํ™œ์„ฑํ™”

collision.enabled = false;

collision.enabled = ture;

}

}


์ฝ”๋“œ์— ์ด์Šจใ„ด ์ฃผ์„์€ ์ด ์ฝ”๋“œ์— ๋‹ฌ๋ฆฐ ์ฃผ์„์ธ๋ฐ ์ฃผ์„์„ ๋ด๋„ ์ดํ•ด๊ฐ€ ์•ˆ๊ฐ€์„œ ์งˆ๋ฌธ ๋‚จ๊ฒจ๋ด„..